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Old Aug 08, 2007, 10:59 PM // 22:59   #1
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Default The Jesari

Ok here are the Jesari, version 2 =)
__________________________________________________ _________


I've had a lot of problems with picking a name as according to my own storyline these beings communicate using hymns and chants and although they're capable of it they despise human language ( They consider consonants like the P, D or R to be no more then primitive grunts).
I've considered names only consisting of vowels and I thought of simple choosing a symbol to represent them but i never got to working on that though. So, for now, they'll be known as The Jesari.
*Edit, mmm I think I'm just gonna stick with this name, that will be their human/everything else name.

Jesari are both a class and a race, their birth will be a subplot in GW2 and they can be unlocked in PVP and PVE by completing the subplot and the elite mission. ( I could start writing a whole storyline here but I'll stick to the basics for now ).
The Jesaris origin is traced back to the fall of shiro and the destruction brought by the jade wind. The majority of those hit by the jade wind simple died and went on to the afterlife, however not all were as fortunate.
Thousands of humans and beasts had their souls cursed by the malicious energy and found themselves trapped in the very landscape the wind had transformed.
The many souls in the kurzick forest went insane after centuries of being trapped with other souls in the fossilized trees and their hatred caused the other beasts to go mad and the wardens to turn against the humans.

The souls trapped in the jade sea were more fortunate as they were able to move much more freely and catch glimpses of the outside world.
Nevertheless, after almost half a millennium of being denied the comfort of death, cursed and forced to live in an unnatural vessel their souls became less human and the souls of humans and even beasts began to assimilate into distorted entities. It was however due to a man (or woman as genders had begun to deteriorate ) who discovered that the new abilities that had come with his change would be able to help them escape.
He had a way of using magic that allowed them to assume a form that let them pass freely in and out of the sea. This form was the form of the Seraph, the man started his own religion, sharing the secret with those that had the talent and would be willing to help him achieve their plans.

To attain the seraph form however the power of many souls was needed but power alone wasn't enough the souls needed to be so attuned to another so that they would be able to form a single minded entity, as long as the entity had not been too contaminated by animal souls however, the souls were willing to put aside their individuality, after all eternity in the jade sea was the only other option.
As such the jesari are not very stable beings, constantly struggling to keep control over the individual souls of which it is made.
Here's a pic of a less stable jesari in seraph form






Though not evil in nature the Jesaris selfish desires will end up threatening the entire continent of Cantha.

Hè, Now for the actual gameplay :P

Jesaris are capable of taking a sec prof, but they can not be chosen as a sec prof themselves.
Here are the four attribute , considering they can't be taken as a secondary there's really no point in giving any primary status, nevertheless I assign this title to Seraph Anatomy, cause that just makes the most sense.

I figure they have a 400 health and 50 energy base and have a 40 base armor (more on this later)

Seraph Anatomy: This is the magic that allows the entities to assume their angelic form, its spells are of a creating and altering sort.




Angelic Judgement: energy 15 casting time 2 recharge 10
Target foe and all foes in a direct line are hit for (20-90) holy dmg, if that foe was suffering from a hex, this attack deals +(15-50) dmg, if that foe was suffering from a condition, one condition is removed from that foe.

Assimilate: energy 5 recharge 15
Absorb target touched summoned creature (foe or ally) below level (1-19), you gain (10-70) health and (2-11)) energy

Refine Hexes: energy 10 casting 1 recharge 10
Hex spell: All non-jesari hexes last (10-33) percent longer.

Ramiel: energy 20 casting time 1 recharge 30
Drone summon spell (Drones; artificial lifeforms created by the jesaris magic, they have health, energy and die after X seconds, a jesari can create X/5 at a time, were X is seraph anatomy attributelevel)
Ramiel stats: (50-200) health, (10-40) energy (3 pips) this floating creature sticks close to it's summoner attacking everything in spellrange: attack (15-50) holy dmg, 10 energy 5 recharge foe is healed of disease (they will divert fire to the summoners target), they are immune to groundbased spells

Dwaynas Will: energy 20 casting 3/4 recharge 30
Elite AoE spell, you lose all your energy and all your health except 1 hp, all enchantments, stances, hexes and conditions are removed, all foe in the area suffer (80-200) holy dmg and are knocked down

Mercy of the Undying: Target foe is teleported to your position, 15 energy cost, cast 1, recharge 40

Reversal of Insanity: Remove 1 hex from target ally, that hex is send back to the its caster, energy 15, casting 2, recharge 40

Gift of Mortality:
Hex spell, If target foe in (10-30) seconds his corpse can not be revived or turned into an undead minion for (8-16) seconds.

Rage of the Fallen: energy 15 casting time 3 recharge 40
Elite Enchant corpse spell: Target ally is revived with full health and energy and under the effect of rage of the fallen: For X seconds target ally has -30 health degen and attack 33 percent faster, casts 50 percent faster and moves 50 percent faster, when Rage of the Fallen ends target ally dies and cannot be revived for (60-20) seconds

Dominion: energy 10 casting 2 recharge 8
Hex spell: Target foe loses 33 percent of his max energy for (6-18) seconds (this is returned after)

Uriel: 15 casting time 3/4 recharge 60
Elite drone spell: this drone moves freely in your vicinity: (20-130 health) (15-35 energy, 4 pips)
Uriel's blessing: drone enchantment spell: Target melee wielding ally now does +(3-15) fiery dmg and causes burning for 1 second on hit for (3-10) seconds. 8 energy, 1/4 casting time, recharge 8
http://i61.photobucket.com/albums/h4..._SuperTako.jpg

Warp Screen: 5 energy, 1/4 casting time, 12 recharge
Enchantment spell, for (5-15) seconds target ally spells deal +(7-28) chaos dmg to their target and incoming spells deal (10-25) percent less dmg and deal chaos dmg, this enchantment ends after being used twice.

The Gathering: energy 10 casting time 1 recharge 15
All foes in the area around target foe are teleported to target foes position. this skill is disabled for 30-10 seconds

Stabilize: energy 25 casting time 3/4 recharge 60
You loose up to X malicelevels, you deal X dark dmg to adjacent foes for each level lost this way.

Ok time for the next attribute :P
MALICE CONTROL: in here you will find the jesaris most powerful skills, however there is a drawback to them. When the jesari wants to use all the hatred and anger that's been boiled up inside of him he must awaken the individual minds that he's made of and as such destabilizes himself as a whole which causes him to be affected by all sorts of nasty malice hexes that cant be removed without lowering the malicelevel.
The malicelevel rices when using malice skills or when you take dmg, it will reduce by itself in time, but to be safe you must use malice supressing skills from the other attributes.
As the malicelevel rises the maliceskills become stronger, but your other attributes weaken. A small malicelevel isn't bad for you, in fact there's a decent chance you'll get a positive malice hex (they are randomly given every time you raise a level, certain chance for that hex, certain chance for another, certain chance for nothing)

Some examples:
Mental Chaos: malice hex, spells cast 30 percent slower and you pay an extra X energy for your spells, where x is the malicelevel
Burning Cry: You loose 20 energy, all foes in the area suffer X (depends on level, if there is any) fire dmg and are set on fire for X (depends on level) seconds (fairly long burn)
Haywire: You get (4-16) health degen and 3 energy regen.
Madness Incarnated: Your malice control skills cost 33 percent less to cast and other skills cost twice as much.


As the malicelevel grows you'll get more powerful hexes and less chances on getting one with a positive effect.

Here are some pics to explain what happens when you let your malice go out of control.



And if ya don't stop there, see below


Now for some skills

Fears Glare: 15 energy recharge 5
Target foe is interrupted and looses one stance, target foe is paralyzed for X seconds ( paralyzed= completely helpless, luckily this never lasts longer than 3 seconds) http://i61.photobucket.com/albums/h4...by_Saromir.jpg

Shadow Claws: energy 8 recharge 5
touchskill, target foe is hit for X shadow dmg for each level of malice.

Howls of The Dying: Stance: energy 5 recharge 15
Malice level 7 or higher, you gain X health regen, were X is the number of foes and allies suffering from a condition.(in the area) times 1-3 for 6-18 seconds

Rabid Fangs: energy 10 recharge 12
malice level 4 or higher, touched foe suffers X dmg and suffers from bleeding and cripple.

Malice Eruption: energy 10 casting time 1 recharge 10
target foe is hit for 30-120 dark dmg and your malice level goes up 1 level

Death Storm: energy 25 casting time 3/4 recharge 20
Elite AoE spell: you generate a field at target foes location that inflicts (20-70) dark dmg every second for 3 seconds, your malice level goes up by 3 levels and you are paralyzed for 3 seconds.http://i61.photobucket.com/albums/h4...y_Suirebit.jpg


Wraiths Shriek: energy 8 casting time 1/4 recharge 20
All foes in earshot lose (1-3) shots of adrenaline and (2-9) energy.

Master of Nightmares: energy 10 casting time 1 recharge 60
elite enchantment spell: For (10-25) seconds you gain (2-10) energy every time you get hexed and your hexes last (20-66) percent longer but your skills recharge 50 percent slower.

The Envoy's Embrace: energy 20 casting time 3/4 recharge 40
Sacrifice half your current health, you and all adjacent foes are teleported to target allies position, if your malicelevel exceeds level 5, you do not loose health, if it exceeds level 8, all enchantments are stripped from those foes.

Reaper's Stride: energy 10 casting time 1/4 recharge 35
Req malice level 2 or higher Shadowstep to targets foe's location, all foes in a direct line between you and that foe(unlike angelic judgment this line does not travel past the target) are teleported to that foes location and suffer from bleeding. If your malicelevel exceeded level 7, those foes suffer from deep wound instead.

Poltergeist: 10 energy casting time 1/4 recharge 9
All adjacent foes suffer (8-40) blunt dmg and are dazed for 1-4 seconds, you are dazed for 9-2 seconds and your malicelevel rises by 2.


VESPERS: Supportive rituals, shouts and a new addition called song spells


Song spells are spells that require you to stay immobile and not activate any other skills in order to ensure a constant effect.
Instant Activation: When a songspell that reaches it's maximum the instant it's cast
Constant Buildup: When a songspell builds up its effect equally over a set time limit.
Late Bloomer: Where the initial effect build u is weak and the later buildup strong.

Song of Calamity: 12 initiation energy, 2 energy per 3 secs for continuation (from now on referred to as IE and CE) recharge 30 secs
song spell:Allied elementalists in earshot recharge 20-60 percent faster. CB 5 secs

Hymn of Gusts: IE 8 CE 1 per sec casting time 30
song spell: Enemy projectiles have 30-90 percent chance of missing, allied arrows move 2 times faster. LB 7 secs

Puppeteers Bane: IE 15 CE 3 per 2 recharge 20
song spell: Every second you have an 25-95 percent chance of converting a summoned creature in earshot. IA
Converted Minions will loose their bond to you 10-25 seconds after you canceled Puppeteers Bane.

Exodus: Shout: energy 20 casting time 1/4 recharge 70
All allies in earshot are moved to an random spot outside the casting bubble (remaining in an area about twice the diameter of the casting bubble) All allies that weren't jesari or sins loose 20-5 energy and are dazed for 7-1 seconds.

Beseeching The Spire: energy 15 casting time 2 recharge 30
Elite enchantmentspell: , for (10-28) seconds you gain +(50-150) maximum health, +(5-15) maximum energy and your Seraph Anatomy goes up 1-3

Genesis (also entitled the jade wind) : songspell: All foes in earshot suffer X (max 43) dmg per 2 seconds. LB 10 secs

Hymn of Jora: Every (3-1) seconds you loose 1 level of malice, if you loose a level this way, you loose 1 hex

Eya's Tears: energy 10 casting time 1 recharge 25
Elite enchantment spell: for 6-12 seconds you have -9 energy regen every time you get attacked (melee, projectile, spell,...) that foe looses 5-10 energy, if a foe removes Eya's Tears drain all of the casters energy.

Diena Vikaari: energy 15 casting time 3 recharge 50
Hex spell: target foe has his skills disabled for 2-4 seconds, if there is an ally near to you with 10 energy or more during casting you steal 10 energy from that ally and targets foes skills are disabled for an additional 3-5 seconds, if there are two allies with 10 energy or more in your vicinity you steal 10 energy from both those allies and target foes skills are disabled for an additional 7-12 seconds



SENTIENCE: The unnatural senses of the jesari.

Reveal Menace: energy 5 casting time 2 recharge 15
Enchantmentspell: For 15-30 seconds you have an 33-95 percent chance of detecting hidden foes and traps. (they'll appear as colored zones in the scenery)

Shadow Guard: energy 5, casting time 1/4 recharge 40
Stance, for 7-21 seconds whenever a foe shadowsteps to your position you teleport to that foes previous position and Shadow guard ends, that foe suffers 21-69 dark dmg and suffers from cripple for 2-7 seconds.

Aurascan: energy 5 casting time 1 recharge 20
hex spell: Reveal any enchantments on target foe for 3-7 seconds. These enchantments can now be targeted.

Mindreader: energy 10 casting time 2 recharge 10
hex Spell : Reveal up to 2-6 skills of target foe for 7-15 seconds (you'll be able to see exactly when they are being used and which are recharging) this skill is disabled for 25-5 seconds

Disable: energy 13 casting time 1/4 recharge 18
Targeted skill is disabled for 7-17 seconds.

Mindsharper: energy 5 casting time 1 recharge 12
Enchantmentspell, for 10-36 seconds you receive warning of the next 3 attacks targeting you.

Psyche Up: energy 12 casting time 1/4 recharge 20
Elite Stance: You gain + 25-65 percent chance to dodge projectiles and melee attacks.( for 6-12 seconds)

Snipe shot: energy 5 casting time 1/4 recharge 35
Stance, the next spell has twice the range.

Powercheck: energy 5 casting time 1/4 recharge 20
For 8-24 seconds you can see targets energybar.

Flaw Hunt: 10 energy casting time 1/4 recharge 8
Stance: next time you deal over 90-50 dmg you deal +10-20 dmg and that foe has -20 armor for 8-15 secs

The Jade Gift: energy 20 casting time 5 recharge 60
Elite spell: If there is an ally on this map with 30 percent health or less, you and 1 adjacent ally teleport to that allies position and you heal all adjacent allies for 60-240 health, the teleported ally is dazed for 10 seconds


There is still more. Jesari aren't capable of wielding any weaponry as they exist out of ectoplasm and need energy to interact with protoplasm (which is what all the rest is made of). They however are capable of attacking without a weapon by shooting jolts of energy at 1 energy a shot (not much faster than your average staff, and less dmg), haven't decided what their default element would be though nor have I decided how much dmg they do as I know nothing about the GW2 lvlcap

Jesari aren't capable of wearing normal armor either but don't despair, They can absorb and eject special types of refined ectoplasm that give them both armor and weaponry benefits. Normally such ectos could only be made by elite crafters, but in order to keep it fun and affordable, these ectos will be a fairly common drop (the crappy ones anyway )

As these ectos will provide sooo many combinations of reqs (yes there will be a req for using them, these req are somewhat bound to the skintype, dark looking armor will mostly req malice control, but there will be rarer drops that have another req with the same skin)
skins and effects that finding the type just for you and your build will be somewhat of a hassle, but hey it's good for the economy and it gets you farming.

here's a sample of an armortype



I know it looks like a toy but it's a sample of many, the difference in jesari armor will be far greater than that of other races as the ectoplasm actually alters your being.
Here's some stats
Zealous Soul
+25 armor bonus
Increases moving speed by 10 percent
+10 energy
Req 9: Seraph Anatomy
20 Percent chance of faster recharge with seraph anatomy skills
20 Percent chance of faster casting with seraph anatomy skills
Spellcost for drones is reduced by 50 percent.

I'll work on more and more interesting armortypes if anyone likes the idea.

Last edited by adam of phyrexia; Aug 12, 2007 at 11:57 PM // 23:57..
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Old Aug 09, 2007, 01:28 AM // 01:28   #2
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frankly the explanation of the class including pics would take up more pages then the gw manual altogether. Way too complicated, way too hard to understand...now if you'll excuse me I have football tryouts at the same time as my chess tryouts so I'll have to multi-task *gets football uniform on while playing chess and doing laps*

(hurray for randomness)
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Old Aug 09, 2007, 03:28 PM // 15:28   #3
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LOL, well explaining things clearly has never been my greatest strength so here's attempt number two (only the new stuff)

Linear spells: Angelic judgment for instance will a create a spiky wall of light between the caster, the targeted foe, and the area behind him until the spell reaches its assigned range (in this case that would be the end of your spellrange circle). The wall will remain for an estimated 1, 3/4 sec and will inflict dmg to anything adjacent to it until it has disappeared (only time for one time dmg).

A drone: just another type of summon creature, only this thing has it's own energy and a skill(bar)

Being a spirit for centuries teaches you a trick or two about how soul and body function together and the jesari can manipulate this.
This gives them the ability to exploit corpses, deaths and rebirths of their own and their enemies. Gift of mortality for instance is a hex that transforms when its target dies (yes they can hex corpses) shielding the body from any souls that wish to enter it.

Now for malice, a very important factor when playing or fighting against jesari.
Jesari exist in this world as highly intelligent, calm angelic beings yet this form is a cage, suit, mold if you will for an entity consisting of several individual spirits who work together to form a new individual that is a mix of them all.
This form suppresses their true power (lots of spirits in one= lots of powers in one) so if the jesari wish to use this power it hurts their stable form.
Lol, i hope you're still with me ^^
Now then, this instability of the seraph form, or freedom of the entity is indicated by the malicelevel (chaoslevel, berserklevel)
If you get attacked this damages your seraph shell and hurts the entity causing it to panic and become enraged, this causes the malicelevel to grow.
When the jesari wish to use their true power they need to weaken their seraph form in order to let the power out, this raises the malicelevel.
Now, the malicelevel is indicated by a small picture in your top left corner, like the amount of minions you control.
If your malicelevel remains low and under the safety limit it's only effect will be a rise in your malice control attributes and some individual skill effects.
If your malicelevel surpasses the safety limit the following things will happen:
- your malice control attribute level will rise
-More powerful individual malice control skill effects
-your other attributes weaken
-you risk getting a malice hex.
Malice hex: Say you go over malice level X, where X is beyond the safety limit. For that malicelevel X you can be hexed by, Hex A 50 percent chance, Hex B 25 percent chance, and nothing 25 percent chance.
some hexes can actually help you fight, but most are negative ones.
As you go beyond an even greater level your chance of getting nothing decreases, the chance of positive hexes decreases, the potential hexes are more powerful.

As for the songspells, I thought those were pretty obvious but here's a further explanation. With songspells the jesari send magical patterns into the general area, if they stop chanting or break their concentration these patterns will break apart and the effect ends. Some patterns deteriorate slower and create special effects as they do.
All songspells need a certain amount of time before they become actually active and some build up their effect as more patterns are emitted.

As for sentience I'm not sure yet were all that info is to be placed, but it can't be too difficult to keep them visible and out of the way

Last edited by adam of phyrexia; Aug 10, 2007 at 10:30 AM // 10:30..
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Old Aug 12, 2007, 11:32 PM // 23:32   #4
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Ok, I edited the the post, it now has energy, casting time and recharge stats, skills have been edited and added and its now in a stage where I would accept and appreciate....well, try and appreciate any constructive criticism, lemme know what you think and what should be improved :-).
Be specific about what you like or dislike though
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Old Aug 16, 2007, 03:42 PM // 15:42   #5
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Damn, been up for over a week and only one reply, whasup?
- Does nobody deem this worthy for a reply?
-Are people intimidated by its length?
-Am I overestimating the activity on this forum?
-Is anyone even remotely interested in a version 3?
-Does it need a better name?

Come on, I'm living in the dark here, I'ld take spam, slander, even a review from phoenix.
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Old Aug 16, 2007, 07:21 PM // 19:21   #6
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Quote:
Originally Posted by adam of phyrexia
- Does nobody deem this worthy for a reply?
-Are people intimidated by its length?
-Am I overestimating the activity on this forum?
-Is anyone even remotely interested in a version 3?
-Does it need a better name?
  • I don't understand it, that does not help my willingness to reply.
  • Defiantly, especially the lack of formatting.
    Add a large amount of captions bolded or and chapters bolded and in Ariel. Especially signaling where the explanation begins and ends. Place the pictures somewhere out of the way not in the middle of the text.
  • Well the amount of topics shows how active it was here, when Anet announced they weren't going to do any new classes with GWEN and there would be no following expansions until GW2; we where left with naught but 7-8 regulars and the occasional visitor; since then BahamutKaiser was banned and Nebojats left.
  • If that means you will edit the first post and make it readable, then yes.
  • You said you made up the name yourself, that gives it no meaning, and makes it just a name.
    Which isn't bad as even though it won't be good, it can't be bad either.
I made the exact same mistake with my first posts, way too much skills that are too similar and the explanations long and deep instead of short and powerful.
Also what I do understand is it diverts from the normal 2 class system, which is innovative.
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Old Aug 16, 2007, 07:56 PM // 19:56   #7
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I think some of the skills seem a little overpowered but it's still kinda cool... although if anything I could see them being more of an enemy as appose to playable class/race.
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Old Aug 16, 2007, 08:00 PM // 20:00   #8
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how u wiiiiiiiiiiiiiiiish XD

- 1st: This CC is overpowered from the beginning to the end
- 2nd: Splitting new professions as professions and a new race (2 in 1) doesn't fit to GW's(2) concept of gameplay. You can't simple put professions and races together and merge those 2 factors.
- 3rd: players want no angels in GW, anything that looks extraordinary in GW(1) will let a new profession look especially, more powerful ,then normal humans or any orther race, that comes not from heaven and has something like little godly powers (1 reason too, why i hate our wannabe angels err ..paragons)

-4th: the NAME .. it sounds not like a professiun (like the dumb paragon too), it sounds only like a name for a race

-5th. the whole story around the "jesari" is imo crap, this CC looks only a like real big fat egg lieing wool-milk-pig ... from everything weird a bit .... when i see then those ugly example pictures, which show, that you wish you in the end only angels as playable characters, i get the very big impression, that the dumb ugly paragon-wannabe angel is simple not enough for you

-6th, the whole system you want around this race, i call it on forth only a race, because calling THAT a profession, would be stupid, because its simple incorrect .. is way too much difficult with all those different forms they should be: seraphd, chaos, berserks and what the hell more ? what u want is twilight lol .... what u want is an uber godly profession, that can kill anything with 1 fart or just by looking so extreme powerful as "Seraph", what is nothing else, then the strongest kind of an angel

- oh, did i mentioned, that this CC is overpowered ?? i'm sure i did ..lok only at ur example skills ...
140 Damage vs hexed foes every 10 seconds ? .. u know, that there exist hexes, that last much longer then 10 seconds, or ?, and 15E for such an imba skill is laughable

-insta kill skills, that absorb enemy's minions oO and heal urself

- buffs for non jesari hexes, that let them last longer, so that u can be longer the imbaest profession of all through mesmer hexes with ur 140 damage all 10s skill ..up to 3 overepowered minions ... come on, i stop this shit, because, regardless where i begin, everything looks only like a extreme imbalanced CC, where u tried to combine as much as possible features of the other profession into 1 !!!

As said, the egg lieing wool-milk-pig.

-imba damage dealer
- 3 own overpowered minions
- insta kill minion skills with self heals function
- more energy, than most magical classes, lol, u can shit on your 40 def and 80 HP lesser, because u give u direct with insignias ur defense back and ur stronger again than any magical class, wit 65 armor ...

nah, i stop it ...i suggest you, learn first to think more about the balance of the game, before making thoughts of CC's, sometimes is lesser more ... when i see only those things, u want to give ur CC, when they wear their "jesari armor" which should look like somehow like this example picture, that shows a sci fi-mech

*overlooks quick again OMFG*
I won't say anything more about the next heavy imbalanced example skills

Sry, but this is by far the most imbalanced CC, i've ever seen yet here.
I ensure you, i don't say this, because I've a shot on you or so, or because i want to make you down or something like this ... no !!
This CC is really in any fact imbalanced, that can be imbalanced !!! and this has something to mean and not in a good view.

You said to me, mind control is a No No, Never in GW ...
When i see this CC here only and compared it with your sentence, come on, do you really think, something like this will be ever implemented, when you think of my occultist CC idea of giving them mind control skills, because they are fanatics, it will never be in GW(2).
Do you really think, Mind Control is more imbalanced, then your CC here alone ?.
People seem to ignore CC's, when they think that they are simple not worth to be discussed, when they can see on the first view, that the CC is massivly too overpowered or to massivly extraordinary versus all the other professions which are "normal" looking ahem mostly when i look on ugly paragons, and dervishs are hard on the border ...

As said, please don't take this now personal, u wanted (well, not really XD, but u said ...) my opinion, here it is...

greetz
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Old Aug 17, 2007, 12:51 PM // 12:51   #9
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Quote:
Originally Posted by System_Crush
[*]Defiantly, especially the lack of formatting.
Add a large amount of captions bolded or and chapters bolded and in Ariel. Especially signaling where the explanation begins and ends. Place the pictures somewhere out of the way not in the middle of the text.
LOL, it's my <insert native language here> class all over again, but you're prolly right. It does need to get shrunk down considerably both in skills, function and form

Quote:
Originally Posted by Phoenix Tears
the whole system you want around this race, i call it on forth only a race, because calling THAT a profession, would be stupid, because its simple incorrect .. is way too much difficult with all those different forms they should be: seraphd, chaos, berserks and what the hell more ? what u want is twilight lol .... what u want is an uber godly profession, that can kill anything with 1 fart or just by looking so extreme powerful as "Seraph", what is nothing else, then the strongest kind of an angel
Hèhèhè, ya I plead guilty on that one, I knew my numberwork was going to suck before I even started but everyone else was doing it so there ya go.
Well the jesari are a race, all their skills are basically monster/racial skills and no human or mortal creature could learn them (except maybe sylvari).
There's just 1 form that really matters though and that is the maliceform, seraph is standard, beserk etc were just synonyms . As mentioned above the class may in fact benefit from having some ideas cut.

Quote:
Originally Posted by Phoenix Tears
5th. the whole story around the "jesari" is imo crap
Well I edited that out in version two, but the core story was made up by a guildie of mine, as was the core prof concept I altered it some to better fit my versions abilities and to make it merge easily with the GW world. It's a bit cheap I admit that, but that's rarely an issue in fantasy games as long as there are no orcs and some Sauron lookalike. Nevertheless I'll come up with something better is there's to be a version 3.

Quote:
Originally Posted by Phoenix Tears
when i see then those ugly example pictures, which show, that you wish you in the end only angels as playable characters, i get the very big impression, that the dumb ugly paragon-wannabe angel is simple not enough for you
Ugly?? Well they're not all great, I sorta swarmed it with pics thinking that would be a plus,
while just the first would have sufficed (if you think that one's ugly you have no taste)
well duh I want to play an angelic character, and I don't really care for paragons (you seem to hate them) and their very superficial link with angels really doesn't make them a substitute for one.

Quote:
Originally Posted by Phoenix Tears
when they wear their "jesari armor" which should look like somehow like this example picture, that shows a sci fi-mech
Well it's hard finding a piece of armor with six wings, I was thinking more in the line of light/energy based types of armor but all I found was this and it sorta resembled those, what are their names, those things you fight at the end of senjis corner. That sorta fitted them so it got posted .

Quote:
Originally Posted by Phoenix Tears
You said to me, mind control is a No No, Never in GW ...
When i see this CC here only and compared it with your sentence, come on, do you really think, something like this will be ever implemented, when you think of my occultist CC idea of giving them mind control skills, because they are fanatics, it will never be in GW(2).
Huh, I don't think mind control is overpowered. I said it sucked like being able to make your enemy lagg sucks or turning them into a giant turd sucks, it's just no fun.

Quote:
Originally Posted by Phoenix Tears
splitting new professions as professions and a new race (2 in 1) doesn't fit to GW's(2) concept of gameplay. You can't simple put professions and races together and merge those 2 factors.
Of course I can, there's nothing in the gameplay that would prevent me from doing so and it's not improbable that there will be some racial bound skills in GW2.

Quote:
Originally Posted by Phoenix Tears
players want no angels in GW, anything that looks extraordinary in GW(1) will let a new profession look especially, more powerful ,then normal humans or any orther race, that comes not from heaven and has something like little godly powers
Sheesh, I'm not going to limit my options just cause the existing classes don't look cool enough, if anything the others should be raised to the new level

Last edited by adam of phyrexia; Aug 17, 2007 at 01:00 PM // 13:00..
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